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a long one car type train
dispatcher
post Sep 16 2007, 03:09 PM
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Since I posted the original question about single car type trains, I have been doing some experimenting. I found if you designate one track in the destination region the same track type as the source track, you can build, in this case, a coal train of any length. Obviously you must be able to afford designating one track to just one car type. In my case, the designation yard had plenty of 40 car and more tracks so I was able to designate one to coal loaded only.


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AT RR
post Sep 18 2007, 11:16 AM
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Steve,
Good afternoon, I don't know if this is a related problem "bug". When I filled some yard sidings at LV oak island with more than one seed car to get a good car type fill, I was looking for the same type of chem tanker for that one siding. I noticed when I left the world fill at default some sidings will fill to the point they will run down the yard ladder fouling the turnouts but not the path.
The strange thing is when I run the activity it runs fine, one would think if the cars exceeded the siding markers it would crash.
What it looks like is the maximum car pick up /set out setting is multiplying the seed cars by the max setting number.

Peter


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sgdavis
post Sep 19 2007, 07:38 AM
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QUOTE(AT RR @ Sep 18 2007, 12:16 PM) *
Steve,
Good afternoon, I don't know if this is a related problem "bug". When I filled some yard sidings at LV oak island with more than one seed car to get a good car type fill, I was looking for the same type of chem tanker for that one siding. I noticed when I left the world fill at default some sidings will fill to the point they will run down the yard ladder fouling the turnouts but not the path.
The strange thing is when I run the activity it runs fine, one would think if the cars exceeded the siding markers it would crash.
What it looks like is the maximum car pick up /set out setting is multiplying the seed cars by the max setting number.

Peter


Peter,

1. It sounds like you have the track capacity in the SWLTDB car higher than the actual siding length.
2. The number of cars in the "seed" consist shouldn't make any difference. Also it doesn't help (or hurt) to put a lot of different types of cars on a track. AG fills based on first searching through all the cars in the entire activity that are the correct type, then, placing a number of those cars on the track. So whether you had 5 different tank cars on the spur as seed cars, or a single box car, doesn't make any difference -- as long as you have all the tank cars you'd like to use, defined SOMEWHERE as type "T" or whatever you're using for tank cars.
3. Overflowing sidings as long as the cars don't go off the end of the "world" (i.e., as long as they have somewhere to go) won't crash the sim. You might run into them when you run a train though.
4. It's possible that there is an error in your template where the same track is listed twice. I've seen that before. Then what happens is AG fills it twice causing an overflow.

Thanks,

Steve


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AT RR
post Sep 19 2007, 09:45 AM
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QUOTE(sgdavis @ Sep 19 2007, 01:38 PM) *
Peter,

1. It sounds like you have the track capacity in the SWLTDB car higher than the actual siding length.
2. The number of cars in the "seed" consist shouldn't make any difference. Also it doesn't help (or hurt) to put a lot of different types of cars on a track. AG fills based on first searching through all the cars in the entire activity that are the correct type, then, placing a number of those cars on the track. So whether you had 5 different tank cars on the spur as seed cars, or a single box car, doesn't make any difference -- as long as you have all the tank cars you'd like to use, defined SOMEWHERE as type "T" or whatever you're using for tank cars.
3. Overflowing sidings as long as the cars don't go off the end of the "world" (i.e., as long as they have somewhere to go) won't crash the sim. You might run into them when you run a train though.
4. It's possible that there is an error in your template where the same track is listed twice. I've seen that before. Then what happens is AG fills it twice causing an overflow.

Thanks,

Steve


Steve,
Thanks for the input, you may have hit on something. When I first set up this template I could not generate an activity between the some of the north and south yard tracks. The problem was some of the sidings ends that faced each other inbetween the two yards generated the same alternate track marker numbers. On north yard tracks I had to change some of the alternate marker number up one digit to get the activity to work. The end of the siding that faced the south yard confused the program when it saw the same marker for two sidings. The strange thing is the cars are flowing out the normal track marker end. If it turns out to be a problem I will just take the tracks with a problem out of service and use the siding as a pass thru track. No one will miss the tracks as one yard has 10 tracks and the other 8 tracks with a car capcity of 287 cars.
As you can see if you maximize the world fill these two yards could choke the program. Due to the size of the yard Ihave them in different regens so if you work south or north out of the yard there will be less load on the system

Thanks.
Peter


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